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Messages - cjbruce

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721
What went well?
  • While the physics still need tweaking, you're off to a good start - already we're getting the kinds of big spinner hits that you don't normally see in RA2.
  • I find it amazing how, even with the limited parts we have currently, we're already seeing such a great diversity of bot types, and they're effective. Bull and Bocuma are great flippers, and RT 2.0 actually pulled off a perfect grab-and-lift on at least one occasion, something you just can't do in RA2.
  • While there were the occasional havoks, and at least one crash, the game seems a lot more stable than DSL. Even Obama Gaming's flails didn't cause any problems.

What was terrible?
I wouldn't say anything was terrible, but...

  • Component destructibility (or at least, loss of health when components are hit) needs to be a thing. It's trivial to surround your chassis with armour (or in Drone's case, weaponry) and make yourself invincible.
  • Tone down the damage taken from hitting the wall in the Test Arena. Right now it's more damaging than 99% of weapons.
  • Additionally, certain bots (Bocuma, Fait Accompli) seem to have an issue where they take damage from the wall even if they hit it with a component wedge instead of their chassis. Would be nice if that could get looked at.

There's probably more but it's 11pm and that's all my tired brain can think of.

1. I can't believe Obama Gaming actually (sort of) worked!  I have a strategy that I might try to rework the flail physics to prevent the flail from being so stretchy.  I have no idea if it will work.  Its also pretty low on the priority list.  Fixing spinners is a lot more important to me -- we need to get spinners right.

2. Component destructibility is a huge issue, and quite a challenge with the optimizations we made to make things performant.  If you guys are interested, I can post more details about how things were built and why this is a challenge, but for now know that we aren't going to release the game until we can figure out an acceptable solution.

3. There are multiple types of damage happening.  Any time a component accelerates above a certain threshold value it takes "acceleration" damage.  In this way, a chassis can take damage even when it is completely surrounded in armor. 

One problem is that the threshold is set too low (10 g's, I think currently).  I don't have any data on this, but I suspect most electronics IRL don't really have a problem until you get up around 50-100 g's, maybe more.  As a result, both wall collisions and spinners cause the chassis to shake itself too violently and cause self-damage. 

The problem is particularly bad when you have a rigidbody chain as follows: wall <-> spinner or wedge <-> chassis.  The resulting impulse gets to be huge as PhysX tries to resolve the collision.  We are using PhysX as the physics engine for the game, but the explosions we call "Havoks" result from these sorts of interactions between multiple physics rigidbodies all lined up.

Maybe the solution is to get rid of acceleration damage entirely.  I dunno.  I like the idea that impacts can shake an entire robot to pieces, but maybe it isn't worth it because there isn't a way to limit the forces involved when rigidbodies are aligned in such a way as to cause an "explosion".

722
Showcases / Re: Post Your RR2 Bots
« on: April 23, 2019, 06:04:03 AM »
time to show off some of my robits

Aerogis:

(Image removed from quote.)

big bar undercutter, takes some time to spin up but can deliver some hard hits

Envyus:

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wedge vert, gets under most things

Storm Flood:

(Image removed from quote.)

hi Deep 6, hits hard but likes to fall over and die

Roller Mobster:

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generic 4WD wedged vert

Trailblazer:

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IT'S A WEIGE!!!! rams things good tho

Starving Beast:

(Image removed from quote.)

overhead spinner thing, dustpan setup would work better but those are banned in current RR2 comps so ¯\_(ツ)_/¯

Well done on all of them.

Aerogis was/is particularly interesting to me.  We just put Robert Cowan's Crippling Depression into the game, and I am a big fan of horizontal spinners.  Watching the Apex Rumble 2.0 video, the spinners don't look or feel right.  Fixing spinners is pretty high on my priority list.

I probably won't have a final fix ready for the next Alpha (Bugglebots!!! Woohoo!!!), but it is on my mind, and gosh darn it, will happen eventually.

723
Showcases / Re: Post Your RR2 Bots
« on: April 22, 2019, 05:28:11 AM »
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Had an absolute blast this evening building a Bite Force rep! I have to say, RR2's bot builder is leaps and bounds ahead of RA2 soooo much easier to work with!

@tashic was really smart when he designed it.  In order to keep things performant when you add a shape, it strips the shape's rigidbody component and adds the new collider to the existing rigidbody.  This means it is possible to add a lot of intricate detail without bogging down the physics engine.

Do you have any suggestions to make building stuff like this quicker and easier?  I was thinking maybe we could set the custom shape width to something more reasonable like 0.006 meters.

724
Showcases / Re: Post Your RR2 Bots
« on: April 21, 2019, 08:43:06 PM »
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Had an absolute blast this evening building a Bite Force rep! I have to say, RR2's bot builder is leaps and bounds ahead of RA2 soooo much easier to work with!

Oh my word.  This is incredible.

Would you mind if we put this up on Twitter and Reddit?

725
I guess this had to be done


Well done guys!  Just started on the video now.

What went well?

What was terrible?

I should have a good chunk of time to work on things this week...

726
Showcases / Re: Post Your RR2 Bots
« on: April 21, 2019, 06:51:04 AM »
Just got back on a vacation with all these bots I made
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Looking great!

727
Showcases / Re: Post Your RR2 Bots
« on: April 20, 2019, 09:52:45 AM »
He flip, he trip
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Currently, I'm noticing the way to design is to put all the weight into the weapon and the wedge. With more weight being more damage and down force respectively

Do you feel like it is disproportionate and/or weird to put so much weight into the wedge, or is it okay?

728
Showcases / Re: Post Your RR2 Bots
« on: April 17, 2019, 07:30:06 AM »
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I still don't really get this building system, but here's my first working robutt

I like it!  I am interested to see how the twin screws work in battle.

The intent with this game is to try to model damage physically.  Instead of simply giving damage points every time a contact point exceeds an impulse threshold like in RA2 (more contact points = more damage per round), I have made a system where fewer contact points = more damage.  This should benefit designs like yours, which try to focus all of the contact on a single point.
Guessing this system also make the weapon spammy bots with a lot of teeth work like IRL, where they are inefficient

Exactly.  🙂

I’m hoping that with the new system we will end up with in-game designs that converge on those that are effective IRL.

729
Showcases / Re: Post Your RR2 Bots
« on: April 17, 2019, 05:38:12 AM »
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I still don't really get this building system, but here's my first working robutt

I like it!  I am interested to see how the twin screws work in battle.

The intent with this game is to try to model damage physically.  Instead of simply giving damage points every time a contact point exceeds an impulse threshold like in RA2 (more contact points = more damage per round), I have made a system where fewer contact points = more damage.  This should benefit designs like yours, which try to focus all of the contact on a single point.

730
Showcases / Re: Post Your RR2 Bots
« on: April 16, 2019, 07:31:57 PM »
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Actually competent flipper

Awesome!  How much did you have to play with the shape to get it to work?

Do you think the tool is accurate  enough to prototype IRL flipper geometry?

It was.honestly pretty fast and easy to make, just created a sideways model on tool creation section and gave made it 1.5 inch (i guess) tall. It is as accurate as it can be

Sorry about that!  Units should be in meters, so an inch would be 0.0254 meters.  We’re trying to keep everything in SI units so folks can match up their designs to the real world.

731
Showcases / Re: Post Your RR2 Bots
« on: April 16, 2019, 05:46:39 PM »
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Actually competent flipper

Awesome!  How much did you have to play with the shape to get it to work?

Do you think the tool is accurate  enough to prototype IRL flipper geometry?

732
I went back through all of the old RA2 AI python scripts, and put together a list of AI inputs that I think will allow us to implement all of the AI scripts.

If you are AI nerdy, please let me know if there is something that you might like to have as an input that isn't listed below.

The next step is to write all of the functions in miniscript (i.e. getMyPosition(), getDistanceToEdge(), etc.) that robots will need to create an AI system.

/// INPUTS RECEIVED FROM ROBOT'S SENSORS
// timer.timeRemaining - This is how many seconds are remaining in the match.
// timer.isRunning - 1 if the timer is running.  0 if the timer is stopped.
//
// robots[] - A list of all of the robots in the match.  robot[0] is the first robot.
//
// robots[0].tag - The player tag of robot #0.  Tags are "P1", "P2", "P3", "P4", "P5", "P6", "P7", or "P8".
// robots[0].team - The team of robot #0.  Team names are used in team matches.  (not implemented yet)
// robots[0].isHuman - 1 if the robot is under human control, 0 if AI controlled.
// robots[0].isDisabled - 1 if the robot has been knocked out.  0 if it is still in the match.
// robots[0].immobileTimeRemaining - Measured in seconds.
// robots]0].isImmobile - 1 if robot[0]'s immobile timer has been started.  0 if the immobile timer has been reset.
// robots[0].position.x - The position of robot[0] along the x (horizontal) axis in meters, measured from the origin.
// robots[0].position.y - The position of robot[0] along the y (up-down) axis in meters, measured from the origin.
// robots[0].position.z - The position of robot[0] along the z (horizontal) axis in meters, measured from the origin.
// robots[0].rotation.x - The position of robot[0] around the x (horizontal) axis in degrees.
// robots[0].rotation.y - The position of robot[0] around the y (vertical) axis in degrees.
// robots[0].rotation.z - The position of robot[0] around the x (horizontal) axis in degrees.
// robots[0].score.damage - robot[0]'s damage score
// robots[0].score.control - robot[0]'s control score
// robots[0].score.aggression - robot[0]'s aggression score
// robots[0].score.kingOfTheHill - robot[0]'s kingOfTheHill score. (No arenas use this yet.)
// robots[0].score.other - robot[0]'s score for the category called "other". (No arenas use this yet.)
// robots[0].health - robot[0]'s current chassis health
// robots[0].maxHealth - robot[0]'s maximum chassis health
// robots[0].heat - robot[0]'s current chassis heat
// robots[0].maxHeat - robot[0]'s maximum chassis heat
// robots[0].battery - robot[0]'s current battery status
// robots[0].maxBattery - robot[0]'s maximum battery status
// robots[0].gas - robot[0]'s current gas status
// robots[0].maxGas - robot[0]'s maximum gas status
//
// components[] - A list of all of the components on this robot. components[0] is the first component.
//
// components[0].type - components[0]'s type
// components[0].name - components[0]'s name
// components[0].health - components[0]'s health
//
// hazards[] - A list of all of the hazards in this arena. hazards[0] is the first hazard.
//
// hazards[0].name - The name assigned to hazards[0].
// hazards[0].threatLevel - The threat level of hazards[0].  This ranges from 0 (no threat) to 100 (one hit = dead).
// hazards[0].closestPoint.x - The x coordinate of the closest point on the edge of the hazard to our robot.
// hazards[0].closestPoint.y - The y coordinate of the closest point on the edge of the hazard to our robot.
// hazards[0].closestPoint.z - The z coordinate of the closest point on the edge of the hazard to our robot.
//
// scoringAreas[] - A list of all of the scoring areas in this arena. scoringAreas[0] is the first scoring area.
//
// scoringAreas[0].name - The name assigned to scoringAreas[0].
// scoringAreas[0].value - The value of scoringAreas[0].  This ranges from 0 (none) to 100 (instant win).
// scoringAreas[0].closestPoint.x - The x coordinate of the closest point on the edge of the scoringArea to our robot.
// scoringAreas[0].closestPoint.y - The y coordinate of the closest point on the edge of the scoringArea to our robot.
// scoringAreas[0].closestPoint.z - The z coordinate of the closest point on the edge of the scoringArea to our robot.
// scoringAreas[0].center.x - The x coordinate of the center of the scoring area.
// scoringAreas[0].center.y - The y coordinate of the center of the scoring area.
// scoringAreas[0].center.z - The z coordinate of the center of the scoring area.

733
Showcases / Re: Post Your RR2 Bots
« on: April 14, 2019, 07:13:39 PM »
2. All of the masses, damage resistance, motor power, etc. are going to change. :(  We haven't taken even a preliminary game balancing pass yet.  Numbers are purely "notional" as they say in politics.  Heck, our house robots aren't even the correct size.  D.B. is supposed to be about 20 kg.  Ballerina should be about 35 kg.  Please understand that numbers are going to get tweaked, optimized, and changed over the next six months.
And I look forward to it!

In the meantime, here's an HS based on an unfinished CAD of mine. Any chance that later versions will have hollow tube shapes, for creating discs with weight-saving holes, or will we have to wait for the modding tool for that?

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I’m not sure if @tashic has anything up his sleeve for this, but most likely we will need to wait for the component modding tool.

734
Showcases / Re: Post Your RR2 Bots
« on: April 14, 2019, 04:01:12 PM »
1. What you guys are doing here with your designs is amazing. :)
2. All of the masses, damage resistance, motor power, etc. are going to change. :(  We haven't taken even a preliminary game balancing pass yet.  Numbers are purely "notional" as they say in politics.  Heck, our house robots aren't even the correct size.  D.B. is supposed to be about 20 kg.  Ballerina should be about 35 kg.  Please understand that numbers are going to get tweaked, optimized, and changed over the next six months.

735
Is it just me, or does the settings menu not actually work? I tried turning down the graphics settings, to try and make the bot lab run faster than 5FPS, and it didn't do anything. I closed the game and re-opened and it was back to the default settings.
Okay, so the settings menu works if you access it from the pause menu during/after a fight, but it doesn't work if you access it from the main menu. Dialling down the graphics worked for me and I can play the game properly now.

Phew! What resolution brought things into an acceptable fps for you?  My Macbook Pro runs okay at 1/2 the max resolution.  My Macbook Air is only 1366x768, so it does fine at that.

736
Showcases / Re: Post Your RR2 Bots
« on: April 13, 2019, 06:59:04 PM »
We don’t have an active Reddit thread atm.  It might be bad form to plug our own game.  I’m still pretty new at this whole social media thing, and trying to learn the rules.

I put a call out to our social guru though, and we should have something up on Twitter in the next day or two.

737
Showcases / Re: Post Your RR2 Bots
« on: April 13, 2019, 06:54:30 PM »
Updated Speed Demon a bunch to look more like the RA2 one, and to fix the ****ed up texturing. Pretty happy with it now, though it's not quite the same without the martini stripes

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Looks good!

FWIW, I would like to get back to the texture painter at some point.  It feels incomplete right now. 

Stripes are possible now with custom shapes.  Cut out what you need and slap it on to the surface.  It might take a lot of tweaking to get it to look good.

738
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend

Also, what do you guys think of doing electronic stability control to help drive in a straight line for keyboard control?  It isn’t hard to implement, but is it too much?

We'd probably have to give that a test, it certainly sounds interesting. Personally I'm ok with driving as is atm, even without motor braking.
I agree, playtesting will be the best option, although i am a bit sceptical

Sounds good.  I’ll hold off on it unless we need it.  Also, be sure to try game controllers if have them.

I have no idea what the braking does here to be honest.
As for controller, I could try getting my PS3 controller to work on PC.

Right now with the simple bit I made it's not just that it'll start to turn to a side when driving forward and backward, but sometimes it'll also start to just spin in place.

That’s a really good description.  I’m pretty sure of the root cause and have several potential solutions.

The root cause of the problem is that as the wheels on one side come off the ground, a net torque is applied to turn the robot.  In a typical car driving game, we would model a compliant suspension system to eliminate this.  In RR2, there is no suspension travel, but we have a couple of different solutions:

1. Increase the sideways distance between the wheels.  This will increase the gravitational restoring torque and help keep both wheels planted.
2. Lower the center of mass. Ideally, the COM would be slightly below the ground plane, such that the robot always tries to right itself.  This is physically impossible.  In practice, try to put as much mass as low down as possible.
3. In code, create an electronic stability control system.  I tried this out during the game prototyping phase, and it worked really well to eliminate the problem when you are using a keyboard.  It works by cutting power to the drive wheel, and/or applying steering signal in the opposite direction to keep the robot driving straight.  It is a perfect solution, but it is limited by the location of the COM of the robot.  If you can solve the problem by getting the COM lower, that will give better handling overall.

739
Showcases / Re: Post Your RR2 Bots
« on: April 13, 2019, 01:17:00 PM »
Amazing work!

Would you guys mind if we shared some of these on Twitter or Reddit?

740
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend

Also, what do you guys think of doing electronic stability control to help drive in a straight line for keyboard control?  It isn’t hard to implement, but is it too much?

We'd probably have to give that a test, it certainly sounds interesting. Personally I'm ok with driving as is atm, even without motor braking.
I agree, playtesting will be the best option, although i am a bit sceptical

Sounds good.  I’ll hold off on it unless we need it.  Also, be sure to try game controllers if have them.

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